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  • ==Techs==
    2 KB (201 words) - 23:13, 23 April 2022
  • ==Techs==
    2 KB (198 words) - 23:47, 23 April 2022
  • ==Techs==
    1 KB (189 words) - 12:18, 4 May 2022
  • ==Techs==
    2 KB (232 words) - 12:55, 4 May 2022
  • *[[AI_War_2:_Techs|Techs]] *[[AI War 2: Granting Techs|Granting Techs]]
    4 KB (657 words) - 10:51, 26 June 2023
  • ...em experience a bit more per game. Plus, for some of the really expensive techs (like Fortresses), this provides an easier way to get access to those witho
    14 KB (2,434 words) - 13:39, 1 February 2015
  • -The knowledge costs of the defensive techs have been reduced quite significantly in most cases. -The costs of the engineer techs has been reduced somewhat.
    48 KB (8,166 words) - 13:40, 1 February 2015
  • * The bomber starship techs were showing up horizontally in the tech menu, and did not have proper know * Fixed bug where tech mouseover would incorrectly report available techs as already unlocked.
    165 KB (27,263 words) - 19:48, 1 February 2015
  • * Previously, it was still possible to unlock command station techs in defender mode, even though you couldn't build them. Fixed. ...are essentially logistical tools that people would find to be must-unlock techs (like the transports and rally posts had turned out to be -- we learned our
    367 KB (58,728 words) - 12:16, 16 September 2017
  • ...the MkII and MkIII versions by researching the MkII and MkIII Laser Turret techs, respectively. Having those extra laser turrets around is also not a bad t ...d MkIII versions by researching the MkI, MkII, and MkIII heavy beam cannon techs, respectively. The MkIV version cannot be unlocked until later.
    30 KB (5,095 words) - 15:36, 22 December 2016
  • ** ark_upgrade_point_cost can be defined on techs, and that then requires a certain amount of StoredArkUpgradePoints on the f ** destruction_point_cost can also be defined on techs, and then requires a certain amount of StoredDestructionPoints on the facti
    154 KB (26,552 words) - 11:21, 1 August 2018
  • ...d bonus to shields for the acid debuff (to be consistent with the reworked techs) ...ck of a base game Ambush Frigate, and ambush is generally among the weaker techs at the moment. The Assassin has the base stats of the Apparation (including
    113 KB (18,449 words) - 16:11, 1 June 2021
  • ** Any techs that were granted by hacking a ship. ...itive-style tech costs in MP, to make it so that it was more costly to use techs, but that would probably just encourage even more specialization.
    394 KB (67,204 words) - 16:22, 13 April 2021
  • ...rent things unlock, such as Reconquest waves and Hunter waves. The AI also techs up it's units at certain AIP thresholds, which means its waves, Wardens, Hu *At certain AIP points, the AI "techs up" its units, so that the Warden Fleet, Hunter Fleet, and waves will be on
    44 KB (7,548 words) - 13:50, 25 April 2022
  • * Certain techs now can automatically unlock as soon as you gain a new intelligence class, * The parasitic power techs are now gated until you plant your first territory control flag.
    151 KB (26,104 words) - 00:57, 5 June 2024
  • ...not as strategic of a game as the larger maps, but it's basically a "more techs, somewhat longer" version of the fast and furious 10 planet maps.
    4 KB (656 words) - 03:48, 16 August 2016
  • Knowledge lets you unlock new techs (ship types). You can capture 3,000 knowledge per planet. There is not on
    10 KB (1,822 words) - 19:49, 1 February 2015
  • It's a good idea to avoid unlocking too many turrets or defensive techs until you really need them. Although, some people find that mobile repair
    7 KB (1,177 words) - 14:12, 1 February 2015
  • -The cost of all the lightning turret techs have been reduced by 1500 each.
    107 KB (17,661 words) - 11:54, 16 September 2017
  • ...are essentially logistical tools that people would find to be must-unlock techs (like the transports and rally posts had turned out to be—we learned our
    245 KB (38,972 words) - 11:55, 16 September 2017

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